AuthorTopic: Daedalus Online (Working Title) (Read 2152 times)

Welcome to Daedalus Online, a First Person Generalistic SciFi MMORPG based loosely on games like Traveller, Star Fronteries and many others.

Why?I have been interested in SciFi and Space for as long as I can remember. I always thought it would be fun to live in the future of hover cars and spaceships. I have been developing this concept in my mind for a long time, and have thought many times of writing a game.

I am a developer aka a 'code monkey' and have been developing in C++ and C# for many, many years. So with that kind of experience I started developing many prototypes, but they all lacked one thing to me, other people. Along came MUDs and MMORPGs and so my thoughts shifted into making a multiplayer game, this is where HeroEngine comes in.

Heroengine takes care of the back end networking for me, allowing me to concentrate on developing the game itself. Now I know building a Mmorpg is a huge and daunting task that I probably won't complete it myself. But until that time comes I am going to give this my best shot and have fun doing it.

When?Well that's a tough question to answer. Seeing as it's currently just me developing it could take a very long time. But maybe the journey you will take with me as I develop this game will help you and or encourage you in your own dreams.

What?Daedalus Online is a Sci-Fi first person massive multiple player online role playing game that pulls incentive from Star Wars Galaxies, Freelancer, Star Wars the Old Republic, Anarchy Online, Earth and Beyond, Star Frontier, Traveler, Core Command, and possible many more.

The premises of Daedalus is that there are three major factions in conflict. Two of the factions are playable were as the third is NPC driven. There are also numerous smaller NPC factions that will either assist or hinder players.

Players will travel to multiple planets and story instances as they search and encounter clues that forward them in their own stories.

What sets Daedalus apart from other mmorpgs?

Played in a first person view

No end game (rather develop stories instead)

Spaceship construction

Guild Station Construction

What does Daedalus has that's the same as other mmorpgs?

Classes/skills

Crafting

Banking

Inventory

Combat

Pvp (auto balancing, damage determined by level not items, etc)

Instances

Questing/missions

Vehicles

Housing

Guilds

With everything I have said above, I know I have a huge vision. But as I said before, I am going to give it my best shot and have fun doing it. So please come back as I put my thoughts down and hopefully present you with more information, screenshots and videos as I progress.

Attributes are made up of 3 meta attributes each composed of two other normal attributes. Eg: Body = Brawn + Coordination

BODYBrawn: Physical Power, Mass and Muscle power. For each power of Brawn the character can lift 100 Lb. of weightCoordination: Hand eye coordination, Grace, Reflexes.

MINDReasoning: To puzzle though something. To find a hidden logic based clue. Common Sense Intellect: Learned and Remember. To recall or remember a piece of information or data. Knowledge and learned information skills.

A skill tree is a group of similar skills that can be bought and levelled.

No direct classes.

Instead each player selects their own 1 X Primary, 2 x secondary, 3 x tertiary skill trees. Costs of skills would also be adjusted based on primary, secondary or tertiary levels.[/font]

Instances

I want to see proper integration of a faction war into instances. Eg: one instance two different objectives depending on faction.

Instance Mine A: Faction A, they must defend the mine from invading faction B NPCs. Faction B, has to invade the mine killing all of faction A NPC defenders.

Combining instances

I would like to see instances combined, kinda, it's actually an illusion.

Raid instance & normal Instance exampleImagine this, You group has to sneak into a Power Station and deactivate it. What they see, is that when deactivating the PowerStation a set of doors are unlocked, there are friendly NPCS that go through the door. The Raid will come across some doors, and have to wait for NPCS to disable the PowerStation. The instances are separate but they give the illusion of working together.

Ship constructionShips are made up of a number of Components and Modules

Components

A ship is made up of various levels of components.

Bow, beam, quarters, bridge, engines, modules

Bow contains the ships sensors, can only connect to quarters or beam.

Beam holds various modules, can only connect to bow, quarters or engines

Quarters contains life support, can only connect to bow, beam or engines. Bridge can only connect to quarters.

Bridge is the control center, the higher level, the higher components and modules, can only connect to the quarters.

Engines are the power plant for the ship, only connects to a beam or quarters.

Hanger bay, specialize fighters, bombers, the higher level, the more squadrons (what about pilot skill? ) Fighters are bought and out in squadrons.

Industrial – Mining, Ore processing

How I see modules working, this is more based on a Cargo Ship but the concept would be the same for the rest. You could not put a Transport Bow on a Frigate, nor could you put a Battleship engine on a mining ship. Each class is unique designs. The rules on modules would probably be different for the military ships. Eg: Bridge attach to bow module for Carriers, a bridge could be attached to bow or living quarters for frigates. I’ve not thought that far ahead yet.

The Story is the basic good vs evil war, of course good and evil is relative to each faction. I have not decided what each faction is yet. Is it Corporation vs Corporation? Rebels vs imperials? The establishment vs the mundane? Humans vs Aliens?

Faction StoryStory content will be advancing the war between the two factions until the third faction makes an appearance.

Player StoryEach player will have their own story to follow though I have no clue what they are based on atm. Player Major?